Before their battle can draw too much attention, Sar’n teleports the party back to the entry point of this plane, avoiding a lot of walking, casting of minor spells, and probably trouble. From here, they reconcile their plans. They need to pick up the demons they contracted as a distraction and some cloaks to protect them in the Gray Waste, before heading into the Nine Hells to pick up the trail of the missing Paladin of Pelor. The party heads back to the portal to the City of Sigils to continue on to their next destination. Sar’n and the portal attendant are rather catty toward eachother, eventually he slams his book shut and just tells them to go through a door. Sar’n, Davros, and Riley head in while Shiele tries to get some information from the desk clerk. Davros is immediately affected by the atmosphere of Lost Hope.

While they attempt to convince the depressed clerk in Lost Hope to help them, Shiele comes through and tells them to turn back. Back in the Tower, they try to keep the peace between Sar’n and the desk man while on their way to the next portal. The next portal leads them back to the Prime Matieral plane, part of a short cut to their destination. The party appears in some ruins in Shaar, the northeastern plains of the world. Riley manages to snap Davros out of his depression with a flick to the eye. The anger brings him back to himself and the party discusses their situation before setting out northwest towards a portal to the second level of Hades where they can get their cloaks.

In their travels, they spot a herd of buffalo and change course to avoid running into Vilma’s tribe, who are apparently vicious and cannibalistic. Later that day, they spot the herd of horses of the tribe shadowing the buffalo. Shiele, Riley, and Vilma move in to disable the riders directing the horse herd while Sar’n observes invisibly from above. After Shiele and Vilma disable the guards, Riley startles the herd, trampling the unconscious riders to hide the party’s presence. Vilma then sends Riley back to the other party members and they mount up, ready to move on toward their destination. With their stolen horses, the party makes camp for the night.

As they make their way westward, they note tribes in the distance, but Vilma feels they will not be subject to any attack they can’t handle. Upon reaching the foothills of the mountains, they send the horses away and Sar’n flies, dragging the party along on magic disks. Soon they find themselves on the outskirts of the ruins of a city that seems to corresponds to the map’s location of the gateway. Most are uneasy about approaching, Vilma’s people tell tales of this region. It’s people were once enslaved by powerful magical beings during a great war. Information about their current status is less than reliable. Sar’n flies over to recon the place and the party debates how best to proceed.

The group decides to sneak in with Sar’n’s magic, using invisibility and floating disks to enter the city. Upon attempting the fly directly in, instead of far overhead, they find a magic barrier over the city. Forced to enter at ground level, the find the construction is for creatures ten feet tall, but the magic is elven and the construction is dwarven. Doors are made of stone blocks, including the gates which have tumbled inward. They find tracks moving into the city, somewhat recent. Somehow, the first building the investigate appears to have once been a tavern. Finding nothing but dust and stone, the party spreads out, exploring the ruins systematically. Sar’n provides overwatch from the tops of the broken stone walls of the buildings. Riley soon joins him to keep watch while Sar’n coordinates the searching. When Vilma points out the tracks look like oversized Kobolds, Riley heads toward the center of the city along the upper walls of buildings, safely above street level. Sar’n ascends to keep watch better while Riley scouts and the rest of the party continues searching.

While Riley tries to sneak up the walls of the city center keep, Sar’n flies up to the top and alerts the occupants. Fleeing crossbow bolts, oversized Kobolds start moving out from the keep. Having ruined the element of surprise, Sar’n summons a different element, Earth, to fight the Kobolds. Shiele continues her searching, feeling that there is something strange about the building they are exploring. Vilma and Clarinette explore on their own a bit, finding a desecrated temple and a tavern. While the elementals engage the ground level troops, Riley surveys the forces inside the keep and disables the sentries in a swift strike. The elementals quickly dispatch the attack party and move around to the front gate. Sar’n joins Riley on the walls and blasts most of the ground troops prepping for a fight inside the walls. The buildings inside the keep have rooftop hatches, which prove imperious their grenades and adamantine wings. One surviving Kobold smashes the portculis controls, slamming it shut before the earth elementals can enter. The gate guard tries to flee Sar’n and is intercepted and disarmed by Riley.

They capture the Kobold and find they are escaped slaves. The situation has just gotten very complicated, they quickly call for Clarinette to hopefully remedy the situation with diplomacy. Back across town, Davros and Shiele find a hidden room and spring a gas trap. Davros quickly pulls her out of the gas and brings her back around, they call for Clarinette to clear the gas. Leeroy acts as the communication agent for the team to rally the party. In the hidden room, they find locked shelves, cabinets and containers, full of ledgers inscribed on stone. The ledgers indicate that this was the city of the Shaarii, offshoots of the ogres. The city was established as a defense against the great enemy, which they believe may have been the Kofrath. The populace had fled here from a great war elsewhere in the planes.